False Appearance. While the Ancient treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The Ancient Treant deals double damage to objects and structures.
Innate Spellcasting. Ancient Treant innate spellcasting ability is Wisdom (spell save DC 22). He can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium or Small when changing it's appearance), entangle, detect magic, hold monster, invisibility,speak with animals.
3/day: dispel magic
1/day each: heal
Legendary Resistance (3/Day). If Ancient Treant fails a saving throw, he can choose to succeed instead.
Magic Resistance. The Ancient Treant has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Ancient Treant weapon attacks are magical.
Multiattack. The Ancient Treant makes three slam attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +13 to hit, range 60/180 ft., one target. Hit: 36 (6d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The Ancient Treant magically animates one or four trees it can see within 60 feet of it. These trees have the same statistics as a Treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the Ancient Treant. The tree remains animate for 1 day or until it dies; until the Ancient Treant dies or is more than 120 feet from the tree; or until the Ancient Treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Ancient Treant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient Treant regains spent legendary actions at the start of his turn.
Attack. Ancient Treant attacks once.
Mass entangle (Costs 2 Actions). Ancient Treant sends out roots to entangle in a 60-foot radius. All other creatures in that area must each make a DC 20 Dexterity saving throw, or be grappled. DC 20 escape check.
Misty step. Ancient Treant uses misty step.
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